Dagredhel
Explorer
At the risk of gratuitous self-promotion, the half-vampyr template (link in my sig) might work for you.
Half-Vampyr
Half-vampyres are still-living creatures that have either tasted a vampyr’s tainted blood themselves, been transformed through unholy ritual, or are the offspring of a half-vampyr.
When a mortal consumes the foul ichor that flows through a vampyr’s veins, he begins gradually to take on some of the aspects of the creature. At first, the change is nearly imperceptible; the character acquires an aversion to holy symbols and objects, and will even be burned by their touch. But as time passes, it becomes more apparent that something is amiss. The character soon finds that he is unable to stomach normal food, and grows increasingly weaker, feeling especially enervated during the morning hours. The half-vampyr grows pale and, upon close inspection, the teeth of the half-vampyr will seem to have lengthened and its canines to have grown sharp and pointed.
Strange hungers are awakened as the character’s normal appetite is suppressed. The half-vampyr is soon consumed by the urge to sink its teeth into living flesh and to taste living blood. Only the most noble and strong-willed character will be able to long resist this hunger for blood. A half-vampyr that does not feed upon the living in this fashion continues to decline and will perish if the thirst is not satiated.
But even death offers no true release, for the character is doomed to return from the grave as a vampyr. Once the half-vampyr has consumed mortal blood, its fate is irrecoverably sealed. Even if the vampyr who 'infected' it is destroyed, the half-vampyr will still return as an undead creature itself.
While a half-vampyr grows weaker and will perish from the lack of blood, it possesses greater stamina than it had before when it has fully fed, and can even spend some of its stolen vitality to increase its strength for a brief time. A half-vampyr also gains the ability to see in the dark. And like the vampyr it is doomed to become, the half-vampyr can pass along the curse of its wretched existence. Those upon whom a half-vampyr has fed are likewise doomed to return as vampyres.
As living beings, half-vampyres are still capable of procreation, and they pass along their affliction to their offspring. The child of a male half-vampyr begins to evince the tell-tale signs of his or her heritage soon after reaching sexual maturity. While rare, it is also marginally possible for a female half-vampyr to conceive and carry a pregnancy to full-term. In this case, the resultant child displays the traits of a half-vampyr from birth, and is suckled on its mother’s unholy blood.
While still alive, half-vampyres are also touched by undeath and, as a consequence, are affected by Turn Undead and by holy symbols, although not to the extent of a true undead creature. They are likewise averse to garlic, and normal animals are discomfited by their presence. They grow weary and sluggish during the morning hours, but can operate throughout the day. Half-vampyres still age, but more slowly than before, and are more likely to meet their ends either through misadventure or from want of their singular diet. But until they do, they are otherwise free of the special limitations of a true vampyr. Harder to detect, and free of the supernatural constraints that limit a vampyr’s freedom of action, a half-vampyr may pose an even more insidious threat.
CREATING A HALF-VAMPYR
“Half-vampyr” is an acquired or inherited template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A half-vampyr uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The half-vampyr is either an augmented humanoid or augmented monstrous humanoid, depending upon the type of the base creature. Size is unchanged.
Hit Dice: Same as the base creature.
Speed: Same as the base creature.
Armor Class: Same as the base creature.
Special Attacks: A half-vampyr retains all the special attacks of the base creature and gains those described below.
Create Spawn (Su): A humanoid or monstrous humanoid that suffers Constitution damage as a result of a half-vampyr’s drink blood attack must succeed on a DC 15 Fortitude save or is doomed to return as a vampyr after its death, rising from its grave 1-4 days after burial. This fate may be avoided by the destruction of the half-vampyr prior to the victim’s death. See vampyr template.
Drink Blood (Ex): A half-vampyr feeds upon the blood of the living, drinking from the wound of a victim it has bitten or that has been cut or otherwise caused to bleed. If the victim resists, is neither willing nor under some form of supernatural influence that compels its assent, then the half-vampyr must successfully grapple and pin the victim to drink his blood, dealing 1 point of Constitution damage each round the pin is maintained. In addition, a character whose Constitution is reduced below 75% (three-quarters) of his normal, undamaged score is fatigued. A character whose Constitution is reduced below 50% (one-half) of his normal, undamaged score is exhausted. The half-vampyr heals Constitution damage it has itself suffered as a result of its Blood Dependency at a rate 1 point per point of Constitution damage thus inflicted.
Special Qualities: A half-vampire retains all the special qualities of the base creature and gains those described below.
Aura of Evil (Ex): The power of a half-vampyr’s aura of evil (see the spell detect evil) is equal to that of an undead creature of the same Hit Dice. A half-vampyr radiates an aura of evil even if of non-evil alignment.
Blood Strength (Ex): A half-vampyr can spend 2 points of Constitution to temporarily increase its Strength. This effect is as per the spell bull’s strength, cast at a level equal to the half-vampyr’s total Hit Dice. When the effect ends, the half-vampyr suffers 2 points of Constitution damage. This damage can only be healed by its Drink Blood ability, and not through normal healing. This ability is usable at will, as a free action.
Darkvision (Ex): A half-vampyr gains darkvision with a range of 60 feet, unless the base creature possesses darkvision of superior range.
Negative Energy Affinity (Ex): A half-vampyr is damaged by positive energy (cure spells) and healed by negative energy (inflict spells) as if it were a creature of the undead type.
Slow Aging (Ex): Half-vampyres age more slowly than normal, and even when they display the signs of advanced years remain undiminished in their physical capabilities. A half-vampyr has double the maximum age of the base creature, and takes no further penalties from natural aging effects, although bonuses continue to accrue.
Abilities: A half-vampyr’s Constitution score is increased by 6 points.
Skills: Same as the base creature.
Feats: Same as the base creature.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (2–5 + 1-2 vampyr)
Challenge Rating: ???
Treasure: Standard.
Alignment: Usually evil (any).
Advancement: By character class.
Level Adjustment: ???
Half-Vampyr Weaknesses (Ex)
The half-vampyr is subject to a number of weaknesses as a result of an existence poised upon the brink of undeath.
Animal Antipathy: Animals, whether wild or domesticated, can sense that the half-vampyr is an unnatural creature, and reacts negatively to its presence. A half-vampyr receives a penalty of -4 to all Handle Animal and Ride checks.
Blood Dependency: A half-vampyr must consume the blood of living creatures to survive. When a creature acquires the half-vampyr template, it gradually loses the ability to take normal sustenance over a number of days equal to 3 + its current Constitution score. Thereafter, it suffers 1 point of Constitution damage per day. This damage can not be healed by normal means; it can only be recovered through the half-vampyr’s Drink Blood attack.
Blood Thirst: Once a half-vampyr begins to suffer Constitution damage due to Blood Dependency, the craving for blood becomes so intense that the half-vampyr must make a Will save once each day if it wishes to avoid acting upon the urge to feed. The DC of this save is 10, +1 for each previous check. If the creature fails an attempt, it will attempt to drink blood as the opportunity arises, even targeting friends or loved ones as potential victims in its haste to satiate its growing thirst.
Garlic: A half-vampyr finds the scent of garlic blooms unnaturally offensive. The creature suffers a -2 penalty to attacks and grappling checks against a character wearing a strand of garlic, and it must make a successful Will save (DC 15) to force itself to pass through a 5-foot square containing garlic in appreciable quantity.
Holy Symbols: A half-vampyr takes the same penalties to attack and grappling rolls when confronted by a holy symbol as does a vampyr. If confronted by a consecrated holy symbol, it is held at bay unless it makes a successful Will save (DC 15.) Furthermore, the flesh of a half-vampyr is seared by the touch of a holy symbol, which inflicts 1d4 points of holy damage upon the monster.
Proper Rest: A half-vampyr feels strongly compelled to take its rest during the hours between sunup and noon. It receives no benefit from rest unless taken during these hours, and if it chooses to remain active during this time, it receives a penalty of -2 to attacks and grappling checks, armor class, and saves.
Vulnerable to Turning: A half-vampyr is affected by the power to Turn or Rebuke Undead as if it were an undead creature of the same Hit Dice. Because the half-vampyr is still a living creature, however, it receives a Will save to avoid or lessen the effects of a successful attempt. The DC of this save is equal to 10 + the effective cleric level + the Charisma bonus of the character using the Turn or Rebuke Undead ability. If the half-vampyr’s Will save is successful against an attempt that would normally turn or rebuke an undead creature of its Hit Dice, it is stunned for 1 round instead. If the half-vampyr succeeds in its Will save versus an attempt that would normally result in an undead creature of its Hit Dice being destroyed or commanded, it is turned or rebuked instead.
Half-Vampyr
Half-vampyres are still-living creatures that have either tasted a vampyr’s tainted blood themselves, been transformed through unholy ritual, or are the offspring of a half-vampyr.
When a mortal consumes the foul ichor that flows through a vampyr’s veins, he begins gradually to take on some of the aspects of the creature. At first, the change is nearly imperceptible; the character acquires an aversion to holy symbols and objects, and will even be burned by their touch. But as time passes, it becomes more apparent that something is amiss. The character soon finds that he is unable to stomach normal food, and grows increasingly weaker, feeling especially enervated during the morning hours. The half-vampyr grows pale and, upon close inspection, the teeth of the half-vampyr will seem to have lengthened and its canines to have grown sharp and pointed.
Strange hungers are awakened as the character’s normal appetite is suppressed. The half-vampyr is soon consumed by the urge to sink its teeth into living flesh and to taste living blood. Only the most noble and strong-willed character will be able to long resist this hunger for blood. A half-vampyr that does not feed upon the living in this fashion continues to decline and will perish if the thirst is not satiated.
But even death offers no true release, for the character is doomed to return from the grave as a vampyr. Once the half-vampyr has consumed mortal blood, its fate is irrecoverably sealed. Even if the vampyr who 'infected' it is destroyed, the half-vampyr will still return as an undead creature itself.
While a half-vampyr grows weaker and will perish from the lack of blood, it possesses greater stamina than it had before when it has fully fed, and can even spend some of its stolen vitality to increase its strength for a brief time. A half-vampyr also gains the ability to see in the dark. And like the vampyr it is doomed to become, the half-vampyr can pass along the curse of its wretched existence. Those upon whom a half-vampyr has fed are likewise doomed to return as vampyres.
As living beings, half-vampyres are still capable of procreation, and they pass along their affliction to their offspring. The child of a male half-vampyr begins to evince the tell-tale signs of his or her heritage soon after reaching sexual maturity. While rare, it is also marginally possible for a female half-vampyr to conceive and carry a pregnancy to full-term. In this case, the resultant child displays the traits of a half-vampyr from birth, and is suckled on its mother’s unholy blood.
While still alive, half-vampyres are also touched by undeath and, as a consequence, are affected by Turn Undead and by holy symbols, although not to the extent of a true undead creature. They are likewise averse to garlic, and normal animals are discomfited by their presence. They grow weary and sluggish during the morning hours, but can operate throughout the day. Half-vampyres still age, but more slowly than before, and are more likely to meet their ends either through misadventure or from want of their singular diet. But until they do, they are otherwise free of the special limitations of a true vampyr. Harder to detect, and free of the supernatural constraints that limit a vampyr’s freedom of action, a half-vampyr may pose an even more insidious threat.
CREATING A HALF-VAMPYR
“Half-vampyr” is an acquired or inherited template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A half-vampyr uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The half-vampyr is either an augmented humanoid or augmented monstrous humanoid, depending upon the type of the base creature. Size is unchanged.
Hit Dice: Same as the base creature.
Speed: Same as the base creature.
Armor Class: Same as the base creature.
Special Attacks: A half-vampyr retains all the special attacks of the base creature and gains those described below.
Create Spawn (Su): A humanoid or monstrous humanoid that suffers Constitution damage as a result of a half-vampyr’s drink blood attack must succeed on a DC 15 Fortitude save or is doomed to return as a vampyr after its death, rising from its grave 1-4 days after burial. This fate may be avoided by the destruction of the half-vampyr prior to the victim’s death. See vampyr template.
Drink Blood (Ex): A half-vampyr feeds upon the blood of the living, drinking from the wound of a victim it has bitten or that has been cut or otherwise caused to bleed. If the victim resists, is neither willing nor under some form of supernatural influence that compels its assent, then the half-vampyr must successfully grapple and pin the victim to drink his blood, dealing 1 point of Constitution damage each round the pin is maintained. In addition, a character whose Constitution is reduced below 75% (three-quarters) of his normal, undamaged score is fatigued. A character whose Constitution is reduced below 50% (one-half) of his normal, undamaged score is exhausted. The half-vampyr heals Constitution damage it has itself suffered as a result of its Blood Dependency at a rate 1 point per point of Constitution damage thus inflicted.
Special Qualities: A half-vampire retains all the special qualities of the base creature and gains those described below.
Aura of Evil (Ex): The power of a half-vampyr’s aura of evil (see the spell detect evil) is equal to that of an undead creature of the same Hit Dice. A half-vampyr radiates an aura of evil even if of non-evil alignment.
Blood Strength (Ex): A half-vampyr can spend 2 points of Constitution to temporarily increase its Strength. This effect is as per the spell bull’s strength, cast at a level equal to the half-vampyr’s total Hit Dice. When the effect ends, the half-vampyr suffers 2 points of Constitution damage. This damage can only be healed by its Drink Blood ability, and not through normal healing. This ability is usable at will, as a free action.
Darkvision (Ex): A half-vampyr gains darkvision with a range of 60 feet, unless the base creature possesses darkvision of superior range.
Negative Energy Affinity (Ex): A half-vampyr is damaged by positive energy (cure spells) and healed by negative energy (inflict spells) as if it were a creature of the undead type.
Slow Aging (Ex): Half-vampyres age more slowly than normal, and even when they display the signs of advanced years remain undiminished in their physical capabilities. A half-vampyr has double the maximum age of the base creature, and takes no further penalties from natural aging effects, although bonuses continue to accrue.
Abilities: A half-vampyr’s Constitution score is increased by 6 points.
Skills: Same as the base creature.
Feats: Same as the base creature.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (2–5 + 1-2 vampyr)
Challenge Rating: ???
Treasure: Standard.
Alignment: Usually evil (any).
Advancement: By character class.
Level Adjustment: ???
Half-Vampyr Weaknesses (Ex)
The half-vampyr is subject to a number of weaknesses as a result of an existence poised upon the brink of undeath.
Animal Antipathy: Animals, whether wild or domesticated, can sense that the half-vampyr is an unnatural creature, and reacts negatively to its presence. A half-vampyr receives a penalty of -4 to all Handle Animal and Ride checks.
Blood Dependency: A half-vampyr must consume the blood of living creatures to survive. When a creature acquires the half-vampyr template, it gradually loses the ability to take normal sustenance over a number of days equal to 3 + its current Constitution score. Thereafter, it suffers 1 point of Constitution damage per day. This damage can not be healed by normal means; it can only be recovered through the half-vampyr’s Drink Blood attack.
Blood Thirst: Once a half-vampyr begins to suffer Constitution damage due to Blood Dependency, the craving for blood becomes so intense that the half-vampyr must make a Will save once each day if it wishes to avoid acting upon the urge to feed. The DC of this save is 10, +1 for each previous check. If the creature fails an attempt, it will attempt to drink blood as the opportunity arises, even targeting friends or loved ones as potential victims in its haste to satiate its growing thirst.
Garlic: A half-vampyr finds the scent of garlic blooms unnaturally offensive. The creature suffers a -2 penalty to attacks and grappling checks against a character wearing a strand of garlic, and it must make a successful Will save (DC 15) to force itself to pass through a 5-foot square containing garlic in appreciable quantity.
Holy Symbols: A half-vampyr takes the same penalties to attack and grappling rolls when confronted by a holy symbol as does a vampyr. If confronted by a consecrated holy symbol, it is held at bay unless it makes a successful Will save (DC 15.) Furthermore, the flesh of a half-vampyr is seared by the touch of a holy symbol, which inflicts 1d4 points of holy damage upon the monster.
Proper Rest: A half-vampyr feels strongly compelled to take its rest during the hours between sunup and noon. It receives no benefit from rest unless taken during these hours, and if it chooses to remain active during this time, it receives a penalty of -2 to attacks and grappling checks, armor class, and saves.
Vulnerable to Turning: A half-vampyr is affected by the power to Turn or Rebuke Undead as if it were an undead creature of the same Hit Dice. Because the half-vampyr is still a living creature, however, it receives a Will save to avoid or lessen the effects of a successful attempt. The DC of this save is equal to 10 + the effective cleric level + the Charisma bonus of the character using the Turn or Rebuke Undead ability. If the half-vampyr’s Will save is successful against an attempt that would normally turn or rebuke an undead creature of its Hit Dice, it is stunned for 1 round instead. If the half-vampyr succeeds in its Will save versus an attempt that would normally result in an undead creature of its Hit Dice being destroyed or commanded, it is turned or rebuked instead.